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A solo developer created Starglyphs, a procedural constellation puzzle game based on Euler paths, inspired by Dragon Age: Inquisition's astrarium minigame. The web version is available, with Steam and mobile releases in development.
Introduces AgentOdyssey, a procedural text game generation framework designed to evaluate agents on test-time continual learning abilities including exploration, episodic memory, world knowledge acquisition, skill learning, and long-horizon planning. The framework highlights significant gaps between current agents and human performance.
A tweet thread comparing recent AI models' ability to generate endless procedural terrain using Three.js, all in a single shot, with a mention of Fugu Ultra as a candidate.
The author used mathematical SDF in Shader Toy to create a tower composed of bricks and mortar, achieving circumferential and vertical repetition along with randomization.
A detailed explanation of Perlin noise and its implementation in ClojureScript, including code snippets and a visualization of moving water filaments.
A developer released a local LLM-powered RPG where procedurally generated NPCs, locations, items, and quests persist as in-game objects, showcasing a novel integration of generative AI into gaming.
Introduces High-Res Neural Cellular Automata that operates on a coarse lattice and uses a Local Pattern Producing Network to generate high-resolution outputs, enabling efficient procedural generation.
Fable AI demonstrated the ability to generate an entire Hogwarts castle in one shot, including classrooms, the Great Hall, and Quidditch pitch.
A developer created a fully procedural first-person shooter homage to .kkrieger in a single C file, producing a 51KB binary that synthesizes all assets at runtime, and verified it using headless screenshots.
A procedural shanshui landscape generator where each name becomes a tree, allowing users to explore an infinite, pan-and-zoom environment.
This paper applies the MAP-Elites quality diversity algorithm to procedurally generate diverse and high-quality maps for first-person shooter games, introducing new map representations and metrics.
This paper introduces GENSTRAT, a benchmark that uses procedurally generated strategic environments to evaluate LLMs' strategic reasoning across multiple axes, addressing limitations of fixed game suites.
Freehold Games' Brian Bucklew and Jason Grinblat explain their approach to combining procedural generation techniques to create entire villages with history, culture, architecture, NPCs, and quests in the game Caves of Qud.
Xs of Y is a roguelike game written in a custom Lisp dialect called let-go, where each run generates a new title, quest, and rune mappings. The game features a unique magic system based on s-expressions and runs natively or in the browser via WASM.
Ultima Ratio Regum 0.11 Update #57 discusses solving an edge case in procedural map generation where damage spreading could leave map clues floating isolated. The developer explores computational challenges with flood-fill algorithms and organic damage propagation techniques.
Terrain Diffusion introduces a diffusion-based successor to Perlin noise, using a novel InfiniteDiffusion algorithm to generate realistic, seamless, and boundless procedural worlds with constant-time random access.
OpenAI introduces Procgen Benchmark, a suite of procedurally generated environments designed to evaluate generalization in reinforcement learning agents across diverse tasks, addressing overfitting issues in traditional benchmarks like Atari.